Ether Final Build
May 10, 2008 Full Version 9 commentsWe have built the final release for you to enjoy. Sounds in the game now are temporary and we will hopefully get new ones during the summer. For now...
Ether is a puzzle game that makes use of the already implemented physics, but lets the player interact with them in a completely new way. Taking place in a world were gravity has shaped everything from animals to houses, and from weather to communication devices, the player is faced with different obstacles on her way through the game. To progress, the player has the ability to change the gravitational state of nearly every loose object in the environment using a stick. This stick can turn objects weightless, freeze them mid-air or have them fall back on the ground. Hoping to bring a brand new experience with the game play we have no intentions of leaving the visuals unaltered. The Source Engine is deeply modified to provide a vision of something new, a world that feels alive and different from what you have seen before.
2 comments by Aglet on Jul 21st, 2008 digg this super bookmark
We were contacted a few weeks back by Gamestar, a German magazine, and they wanted to publish our mod on their DVD this month. Of course we'd let them! It will be featured in the next issue but in all the excitement I forgot to ask what date it is released.
The song in our trailer(s) has been requested by some as well. It is now available on our site via this link. Enjoy all you want!
We have built the final release for you to enjoy. Sounds in the game now are temporary and we will hopefully get new ones during the summer. For now...
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One Idea. 'Cos the game has its "organic" style why wont u make main weopon more "organic". Just a thought. =)
We talked about that and decided against it. Mostly becuase we wanted the stick (the weapon) to stand out from the world, to make it felt like it didn't really belong there.
Sweet I love puzzle games.. Probably try this one in a bit. And not to add more weight to the load you already have but a more in depth video would be cool..
Coming right up!
You really need some visibility control in your map. Even though the displacements don't block vis, you can create world brushes textured with nodraw beneath them that do the same job then apply area portals and hints with those. (A tip: using visgroups to disable models and displacements makes testing visibility much easier.)
If that's too much, at least stick an occluder or two in there somewhere. ;-)
That's is actually what we're working on right now. ;)
Thanks for the tip!
why wasnt there a news post for this?
or was there??
Now there is...
No. We never said it here on this site. I'll post one as soon as I get the change log up as well.
We have a feed that has the best information. Head over to the website to grab it.
Browndyedhotel.com
If you haven't read the news post.